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emrys
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Joined: 07 Sep 2005
Posts: 4

PostPosted: Wed Sep 07, 2005 11:23 am   

Disable specific MXP tags
 
I don't really know much about MXP, but in a MUD I play they have an ascii map that is displayed when you look (or move to a new room). The problem is that in certain parts of the MUD, they have a <dest> that opens a new window and sends the ascii map to that window. I'd like to be able to make it so zmud won't open a new window and just display the ascii map in the main window.

An example of text with MXP disabled and debugging on:

The land is lit up by the eerie light of the waxing three quarter moon.<BR><RoomDesc>By night, it's hard to see just how many cabbages are growing here, though most folks realise that for miles in every direction there are only cabbages. Lots and lots of growing cabbages, planted in the spring. Ten miles to the north is the Coast road, ten miles to the east is the Skund Forest road, seven miles to the northwest is the Ankh river, fifty miles to the southwest the Morpork mountains reach to the sky and seven miles to the northeast lies the city of Ankh-Morpork.<BR>It is a chilly summer prime's night with almost no wind and a beautifully clear sky.<BR></RoomDesc><RoomExits><EXPIRE Exits>There are four obvious exits: <Exit>journey north</Exit>, <Exit>journey east</Exit>, <Exit>journey south</Exit> and <Exit>journey west</Exit>.</RoomExits><BR><dest Map>cc#ccc** <BR>c#cccc***<BR>#ccc##cc*<BR>ccc#cccc#<BR>###c@cccc<BR>ccccccccc<BR>ccccccccc<BR>ccccccccc<BR>ccccccccc<BR></dest><BR>> <!ENTITY hp 1650 max=1650><!ENTITY xp 17024><!ENTITY gp 272 max=272>

Thanks for your help.
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Private
Adept


Joined: 10 Jan 2002
Posts: 264
Location: USA

PostPosted: Wed Sep 07, 2005 9:31 pm   
 
in the MXP settings,

View... Preferences... General, scroll down to and expand the MXP section, click on elements and then system tab, youll see the tags there, just uncheck ones you dont want
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emrys
Newbie


Joined: 07 Sep 2005
Posts: 4

PostPosted: Thu Sep 08, 2005 1:44 am   
 
Thanks, since posting I had continued experimenting with MXP settings, and I stumbled upon what you mentioned. I tried disabling dest by unchecking it. It's under the system tab in elements. Unchecking that didn't stop the creation of a new map window, however. Just now I even tried unchecking every single thing in the elements tab, so if it actually disables the tags you'd think mxp would be seemingly nonfunctional. MXP is still working like normal though with all of the tags functioning like nothing changed. Is there some setting that I should check to make sure zmud's actually paying attention to these check boxes? If not, do you have any other suggestions for things I could try?

Thanks
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Private
Adept


Joined: 10 Jan 2002
Posts: 264
Location: USA

PostPosted: Thu Sep 08, 2005 4:26 am   
 
What mud is this for?
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emrys
Newbie


Joined: 07 Sep 2005
Posts: 4

PostPosted: Thu Sep 08, 2005 8:04 am   
 
This is for Discworld MUD.
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Private
Adept


Joined: 10 Jan 2002
Posts: 264
Location: USA

PostPosted: Thu Sep 08, 2005 3:10 pm   
 
jeese... that is one wierd place that people dont seem to understand i DONT WANNA LEARN to play the mud,,, just wanna get to a normal room...

anyhoo, finally made it out of the "mud school"

typed "choose morpork Ankh-Morpork"

went a few south, typed "map"

Code:

The land is lit up by the eerie light of the full moon.
This is the street just outside the Mended Drum, Ankh-Morpork's most reputable disreputable pub.  The pub has been built on the ruins of the Broken Drum, which burned to the ground after Broadman, the landlord at the time, discovered (and rather misunderstood) fire insurance.  It still flourishes, though, as the rowdy, drunken sounds coming from the inside attest.  It is situated at the intersection of two of Ankh-Morpork's busiest streets: Short Street, which leads to the south of here, and Filigree Street, which lies to the east and west.  The place is characteristically alive at night, with excited and drunken revellers showing little respect for the sign which has been provided outside the Drum for their own good.
Several groups of people can be seen walking past, quite energetically.  Either this neighbourhood is near one of the busier areas of the city, or people are just in a hurry to get away.
An octogram on the ground glows in eldritch fashion.
It is a cool summer prime's night with almost no wind and some puffy clouds.
There are four obvious exits: east, west, south and north.
Morrissey the giant fruitbat is flying above the ground here, Sly Velociraptor is crouching here, Amoku, Mr Rhohac Valaraukar, Brother Bango, Unseen Sined L'Magii, a cabbage and Lokii are standing here and Aunty lucas von Bruxa is meditating here.
> map

Unseen Sined L'Magii spits on a gold ring.
  |   |   | |   |      # Room with non-cardinal exits
  *-*-@-*-@-*-*-@-*-#  | North-south exit
 /        | | | |      @ Where you are
          @            * Room
          |            - East-west exit
          @            / Northeast-southwest exit
          |         
          *-         
          |         
          @         
          |         
          #         
>


didnt work in code block.. but exits looked like:
There are four obvious exits: east, west, south and north.

what is spossed to happen?
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emrys
Newbie


Joined: 07 Sep 2005
Posts: 4

PostPosted: Thu Sep 08, 2005 4:07 pm   
 
Ok, to make it easier for you to find your way to test this (Thanks very much by the way) here is the URL to a map of Ankh-Morpork
http://maps.gothmudders.com/am-1.1.gif

If you type options output lookmap = on and options output lookmapcity = on
then I believe that enables all the lookmaps. The lookmap works perfectly inside cities. If you make your way to one of the gates of the city and go outside you will be in the wilderness. It's in the wilderness that the MXP has the <dest Map> tag that sends the map to another window. The desc I pasted above is from a location in the wilderness, and you might notice that in the city the lookmap is before the regular desc and in the wilderness it's after. I don't really think this makes a difference, but just so you'll know where to look.

From two south of the Mended Drum which is where I believe you were you can just go w;w;w;w;sw;sw;s;s;s;s;nw;w;w;w;w;nw;s;sw;w;sw;w;w;sw;sw;sw
;sw;w;w;sw;w;sw;sw;s;w;sw;sw;sw;sw;sw;w;sw;w;sw I believe to get to the gate and then continue sw out of the gate and into the wilderness.

Thanks for all your help
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